Hi all,
Thank you kindly for the advice. I ran this one shot last Friday. I needn't have asked about the character creation or defiling rules rules; all the players used pregens I'd written, and nobody went with a defiling character... go figure.
I'm ideologically opposed to balanced encounters (not that you're wrong, it's just my preference). I had the players besieged in a fortress village being attacked by ~150 raiders, belgoi, and salt zombies led by a charismatic defiler. I gave them lots of tools to cope, one of which being very strong 4th level PCs.
The stats are a decent benefit on casters too, since everybody can use the Con mod, Dex mod, and HP--though, for the purposes of the one-shot, I was pretty ok with martials being strong.
This also didn't come up because of the players using pregens, but here's the full list for good measure. And, as mentioned above, I'm not super concerned with balance. Honestly, I was looking forward to some players bringing broken OP PCs created with these rules and wreaking havoc, since it's not a big deal in a one-shot.
Weapons:
Armor:
Thank you kindly for the advice. I ran this one shot last Friday. I needn't have asked about the character creation or defiling rules rules; all the players used pregens I'd written, and nobody went with a defiling character... go figure.
I have indeed played with 2024 rules before.OP, have you played with the 2024 rules before? Martial PCs are already significantly stronger, especially at low levels, and giving them +2 in every physical stat, plus max HP at level 2, will make them broken compared to other classes, plus will really screw with encounter balance.
Edit: for comparison, the barbarian capstone ability (level 20) is +4/+4 str/con, and you are proposing giving them almost as much at level 1.
I'm ideologically opposed to balanced encounters (not that you're wrong, it's just my preference). I had the players besieged in a fortress village being attacked by ~150 raiders, belgoi, and salt zombies led by a charismatic defiler. I gave them lots of tools to cope, one of which being very strong 4th level PCs.
The stats are a decent benefit on casters too, since everybody can use the Con mod, Dex mod, and HP--though, for the purposes of the one-shot, I was pretty ok with martials being strong.
Thank you for the recommendation! I used Toucanbuzz's Monster Manual (much obliged to Toucanbuzz, incidentally). But I'll take a look at the Spelljammer stuff if I run another Dark Sun game.Hi Squibbles,
Not sure if you've run this yet or not. (If you did, I hope it went well)
I don't have much to add about the player options, etc, I just wanted to mention as I didn't see anyone else mention it...
But, there's some Dark Sun monsters in the Spelljammer 5E campaign setting, which might save you some time if you planning to convert some monsters.
toucanbuzz submitted a new resource:
Dark Sun 5E Campaign Guide - Conversion of Dark Sun rules to 5E
Read more about this resource...
Dark Sun 5E Campaign Guide - Conversion of Dark Sun rules to 5E
A long-term project converting AD&D's Dark Sun to 5E, utilizing resources from 3rd edition resources (athas.org, Dragon magazine), innumerable homebrew projects, 4E material, and years of experience playing the setting. The goal was to preserve the 3 pillars of the setting: (1) unique and flavorful races, (2) psionics, and (3) defiling.
Read more about this resource...
- touc
- Replies: 28
- Forum: *Dungeons & Dragons
I had both! One barbarian with 18 AC from unarmored defense, one monk with 17 AC from unarmored defense, and one thri-kreen with 17 AC from the chameleon carapace.Given the massively increased viability of Dex-based martial characters in recent editions, if you’re having heat penalties for armour in your DS game one unintended side effect is that you end up with all your martial PCs being willowy agile types rather than the muscular brawlers from Brom art and DSs sword and sorcery inspirations.
Ya, I curated the weapon and armor lists; rapiers are not present.Couple of suggested mitigations for this. First, ban the rapier. It’s a weapon that can only really be made in metal, and every other Dex weapon is statistically inferior (unless one of the weird Dark Sun weapons overtakes it, so don't let that happen). That shaves a bit of effectiveness off Dex martials.
Second, give all martial PCs the option of exchanging their heavy armour proficiency for a barbarian’s Unarmoured Defence ability. Let Athas be populated by the barechested, as nature intended.
This also didn't come up because of the players using pregens, but here's the full list for good measure. And, as mentioned above, I'm not super concerned with balance. Honestly, I was looking forward to some players bringing broken OP PCs created with these rules and wreaking havoc, since it's not a big deal in a one-shot.
Weapons:
- All edged weapons break, and become unusable, when an unmodified 1 is rolled for an Attack. If the weapon would still hit the target, it deals its normal damage for that attack before breaking.
- Melee edged weapons made of iron roll a larger die for their damage, add +1 to their Attack rolls, and do not have a chance to break. Melee weapons made of bronze are just as rare and expensive as iron weapons and do not have a chance to break, but do not deal increased damage or have a bonus to their Attack rolls.
- Ranged weapons that use ammunition made of metal do an extra +1 damage.
- The following weapons are in common use in Darksun:
- Simple Melee Weapons
- Club
- Dagger—edged weapon
- Daggers made of iron deal 1d6 damage.
- Greatclub
- Handaxe—edged weapon
- Handaxes made with iron deal 1d8 damage.
- Javelin
- Iron tipped javelins deal +1 damage when thrown.
- Mace
- Quarterstaff
- Spear—edged weapon
- Spears made with iron spearheads deal 1d8 damage or 1d10 damage when used two-handed with the versatile property.
- Simple Ranged Weapons
- Dart
- Iron tipped darts deal +1 damage.
- Simple Bow (as Shortbow)
- Iron tipped arrows deal +1 damage.
- Sling
- Martial Melee Weapons
- Flail
- Lance—edged weapon
- Lances made with iron spearheads deal 1d12 damage.
- Longsword—edged weapon
- Longswords can only be made with iron, and are a rare and valuable high status weapon. They deal 1d10 damage or 2d6 damage when used two-handed with the versatile property.
- Maul
- Morningstar
- Pike—edged weapon
- Pikes made with iron spearheads deal 1d12 damage.
- Scimitar—edged weapon
- Scimitars can only be made with iron, and are a rare and valuable high status weapon. They deal 1d8 damage.
- Shortsword—edged weapon
- Shortswords can only be made with iron, and are a rare and valuable high status weapon. They deal 1d8 damage.
- War Pick—edged weapon
- War picks made with iron deal 1d10 damage or 1d12 damage when used two-handed with the versatile property.
- Whip
- Martial Ranged Weapons
- Blowgun
- Composite Bow (as Longbow)
- Iron tipped arrows deal +1 damage.
Armor:
- Some armor is widely available: Padded Armor, Leather Armor, Studded Leather, Hide Armor, Scale Mail (scale is constructed from bone chunks or animal scales), Shields.
- Some armor is available using rare and expensive special materials like mekillot shell pieces: Breast Plate, Half Plate.
- Heavy armor is simply not available.
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